If your dice roll is higher by less than or equal to 20 (exception is if you land on 100; example if they roll 99 and you roll 100, then still complete miss) then you are grazedIf your dice roll is higher by 21+ then it is a missIf you roll the same then you parry the attack but are not allowed to retaliateIf you roll lower by less than 10 then you are grazedIf you roll lower by 11-20 then you are slightly injuredIf you roll lower by 21-30 then you are seriously hurt but not mortallyIf you roll anything lower or a 1 then their move is executed perfectly.

If you are unlucky enough you can die on the first move but you can always reduel them. Don't cheat or we will ban for a couple days. You can set the dice up by scrolling a little lower than the "Preview" and "Send" buttons on a post.

Magic Dice: 1-6Send a PM with a list of what you want your spell to do per number. And if I or Zeek21 approve then it will count. If you roll before I approve the spell will automatically fail

Elemental Swarm1 - one wind elemental2 - one wind and one water3 - one earth, one wind, one water4 - one fire, wind, water, earth.5 - 2 of each elemental6 - 3 of each elemental

You could also do it as follows

So... you got the basis of the spell. Seeing as it is the middle of the afternoon... necromancy is lowered but the colosseum has a lot of spirits so that should help. So to be fair, here is my idea... what do you think?

1 - nothing2 and 3 - a lion4 and 5 - 2 lions6 - a gladiator

These were actual spells that got used and both took into consideration their environment. You can set up all numbers to be one thing or separate but we must approve

Wizard's First Rule: People can be made to believe any lie, either because they want to believe it's true, or because they are afraid it's true.Wizard's Second Rule: The greatest harm can result from the best intentions.Wizard's Third Rule: Passion rules reason.Wizard's Fourth Rule: There is Magic to heal. In the forgiveness you grant, and more so in the forgiveness you recieve.Wizard's Fifth Rule: Mind what people do, not only what they say, for deeds will betray a lie.Wizard's Sixth Rule: The only sovereign you can allow to rule you is reason.Wizard's Seventh Rule: Life is the future, not the past.Wizard's Eighth Rule: Talga Vassternich (Deserve Victory)Wizard's Ninth Rule: A contradiction can not exist in reality. Not in part, nor in whole.Wizard's Tenth Rule: Willfully turning aside from the truth is treason to one's self.

As far as I can tell you can only roll on 2+ posts.Title should be P1 vs. P2Replace P1 and P2 with character names.You can use other people's characters with their permission.

Setting the Dice1) Scroll down below the Send button2) Go to the Dice Rolled section3) In the Dice roll #1: category select the drop down box and choose the fighting dice.4) In the Dice rolls: Category, place how many you are rolling. 1 if only attacking or defending and 2 if you are defending and then attacking.

Wizard's First Rule: People can be made to believe any lie, either because they want to believe it's true, or because they are afraid it's true.Wizard's Second Rule: The greatest harm can result from the best intentions.Wizard's Third Rule: Passion rules reason.Wizard's Fourth Rule: There is Magic to heal. In the forgiveness you grant, and more so in the forgiveness you recieve.Wizard's Fifth Rule: Mind what people do, not only what they say, for deeds will betray a lie.Wizard's Sixth Rule: The only sovereign you can allow to rule you is reason.Wizard's Seventh Rule: Life is the future, not the past.Wizard's Eighth Rule: Talga Vassternich (Deserve Victory)Wizard's Ninth Rule: A contradiction can not exist in reality. Not in part, nor in whole.Wizard's Tenth Rule: Willfully turning aside from the truth is treason to one's self.

Wizard's First Rule: People can be made to believe any lie, either because they want to believe it's true, or because they are afraid it's true.Wizard's Second Rule: The greatest harm can result from the best intentions.Wizard's Third Rule: Passion rules reason.Wizard's Fourth Rule: There is Magic to heal. In the forgiveness you grant, and more so in the forgiveness you recieve.Wizard's Fifth Rule: Mind what people do, not only what they say, for deeds will betray a lie.Wizard's Sixth Rule: The only sovereign you can allow to rule you is reason.Wizard's Seventh Rule: Life is the future, not the past.Wizard's Eighth Rule: Talga Vassternich (Deserve Victory)Wizard's Ninth Rule: A contradiction can not exist in reality. Not in part, nor in whole.Wizard's Tenth Rule: Willfully turning aside from the truth is treason to one's self.